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Far Cry 6 Benchmark Test & Performance

W1zzard

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In this review, we're taking a closer look at Ubisoft's new Far Cry 6. We evaluate image quality, measure rendering performance on 25 graphics cards, and investigate how well the ray tracing implementation works. Of course, we're talking about game play, too, and test AMD's FSR implementation.

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Did you slide the sharpening filter all the way up with FSR or something? it add an insane amount of noise and ringing artifacts

noise.png
 
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For FSR , I feel this does have more noise.Native has more blur but better image.
For RT , I really can't see different.
 

W1zzard

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Did you slide the sharpening filter all the way up with FSR or something? it add an insane amount of noise and ringing artifacts

View attachment 219691
Seems to be an issue with the FSR Ultra Quality preset in this game, IMO it looks much, much better at Quality.

@W1zzard Will you be adding an RT performance/RT+FSR performance graph?

Also interesting to see (once again) that despite high VRAM usage on high end GPUs, it's only at 2160p that low-end GPUs with 4GB or 6GB actually drop off noticeably (and even then the 6GB RTX 2060 for some reason has no drop-off at 2160p, unlike the 6GB 1660 Ti). Just goes to show that actual VRAM demands scale slowly, and that even 6GB cards should be viable for quite a few years yet at the resolutions they're capable of rendering.
 
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Ubisoft Graphics engines...hot garbage.

Only their Snowdrop engine is in anyway semi decent and uses modern rendering techniques.
 

W1zzard

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Will you be adding an RT performance/RT+FSR performance graph?
No plans, too busy atm, working on BF2042 open beta next, then the other releases that are happening this month
 

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No plans, too busy atm, working on BF2042 open beta next, then the other releases that are happening this month

Isnt it hard to test GPUs in such a dynamic game? Thats just like Warzone, very hard to compare GPUs in this game unless you choose the single player tuturials but then again, multiplayer is more demanding
 

W1zzard

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Isnt it hard to test GPUs in such a dynamic game? Thats just like Warzone, very hard to compare GPUs in this game unless you choose the single player tuturials but then again, multiplayer is more demanding
Yeah, not sure yet how I'll approach it
 
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Did you slide the sharpening filter all the way up with FSR or something? it add an insane amount of noise and ringing artifacts

View attachment 219691


yeah, the comparisons are against what the article claims, that its good and no visual difference. It looks atrocious, it enhanced aliasing everywhere and distorts the entire image due to the overbearing sharpening and adds noise on top of it. Its awful. Best reduce details than use FSR and shit your entire image like this.

The article says FSR took the world by storm and seems every new game has it. Where did it took the world by storm ? The only place online that seems to give it attention is the amd subreddit. Its pretty much ignored by anyone else. Where are the new games with fsr that supposedly come out one after another ? Alan Wake Remastered launched yesterday, DLSS. FIST Forged in Shadow launched 3 days ago, DLSS. Battlefield is having its open beta right now, DLSS. Guardians of the Galaxy later this month, DLSS.
 
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Seems to be an issue with the FSR Ultra Quality preset in this game, IMO it looks much, much better at Quality.

@W1zzard Will you be adding an RT performance/RT+FSR performance graph?

Also interesting to see (once again) that despite high VRAM usage on high end GPUs, it's only at 2160p that low-end GPUs with 4GB or 6GB actually drop off noticeably (and even then the 6GB RTX 2060 for some reason has no drop-off at 2160p, unlike the 6GB 1660 Ti). Just goes to show that actual VRAM demands scale slowly, and that even 6GB cards should be viable for quite a few years yet at the resolutions they're capable of rendering.

If the graphics continue to be as unimpressive as here, they'll definitely be viable :laugh: Nothing in this game looks particularly crisp, imho. And I don't think we'll see anything really envelope-pushing soon, because the baseline is Series S with sub-6600XT card and 10 gigs of ram for everything.
 
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@W1zzard - Could you provide AMD FSR images with water in? For comparison - as my eyes sees the most significant changes, at least on the images with Nvidia RT ON/OFF, on images with water in it.
 
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Everything just looks dirty with that Hollywood Mexico filter on. Makes the overall visuals look inferior to even something like AC Unity.
 
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"While world geometry and vegetation looks good in Far Cry 6, indoor environments and placed objects look VERY poor. I'm not sure why it's so difficult to get these right..."
My thoughts exactly, although I've yet to see this in action, obviously. I remember when Rage came out, with beautiful vistas, but it was all skin deep. Once you started to look around, objects looked washed out as if they were plonked in at the last minute.
Do these devs really think we don't notice that kind of detail? I'll probably buy FC6 because I'm a fan, but this kind of thing is just skimping, in spite of all Ubisoft's hype.
 
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They said next gen consoles would have brought real multithreading in games.
Here it is:


FC6.png


Some of you could have read about stuttering and low performance in BF 2042 with a 3950x. Another single threaded game.
And they keep promoting useless (game wise) features like DirectStorage when these games are terrible.
 
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I recently went shopping for a good RT game, and looked at a bunch of screenshots. Wrt these FC6 images ... I don't really seen much reason to enable RT, the differences appear minimal with select applications within scenes. The most impressive games (imho) are the ones that fix illumination scene wide w/RT, it really makes things look better even without mirror/water like reflections. I don't really see any illumination changes going on here. Regardless, issue number one is that hopefully it's a fun game, that's all I really care about.
 
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HD texture pack add 35gb to a total of 75gb install size...
 
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HD texture pack add 35gb to a total of 75gb install size...
I don't see why HD textures aren't included as default anyway. I mean, who doesn't want HD textures?
When I buy the game I'll try a comparison with and without.
 
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I don't see why HD textures aren't included as default anyway. I mean, who doesn't want HD textures?
When I buy the game I'll try a comparison with and without.
If you have even somewhat slow internet, a 40GB download is a lot more pleasant than a 75GB one, so... I get it. That also lets you play the game sooner, and hopefully you can download those textures while playing.
 
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Was watching a 4K source of the first 1h of the game and boi are there some stark contrasts in graphic fidelity (poly count and textures), animation as well as FX quality! I do get that you can't put 4K textures on everything, especially open world games. However, you really notice that textures for characters like Anton Castillo are based on high-res 3D scans of the actor playing them and the animation is motion capture, while some npcs, objects and geometry have sub 1080p textures with the "HD-pack" and a rather low poly count for the models with simple animations.


 
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They said next gen consoles would have brought real multithreading in games.
PS4 have too 8 Cores and games can use 7 of it after an update in the last year.

Whats the point: stupid people bought a 12, 16 Core AMD and though they are the PCMR in Games? :laugh:

Sweetspot is atm still a 6 Core with HTT or 8 Cores without HTT like 9700.



But the i7 5775C is insane, Broadwell nearly takes out a 10% higher Clocked 3600 with 50% more Threads,
Twice Oced Broadwell will crush the 3600
 
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I think I generally preferred a lot of the RT off shots over the RT on. This isn't path tracing I can tell you that. This is real time mixed results.
 
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They said next gen consoles would have brought real multithreading in games.

Some of you could have read about stuttering and low performance in BF 2042 with a 3950x. Another single threaded game.
And they keep promoting useless (game wise) features like DirectStorage when these games are terrible.
They said that about the last generation of consoles too. :rolleyes: This is what you get when listening to people who don't know what they're talking about.

Multithreading (meaning using >1 thread) has been used by most games since the early 2000s. Practically every game today uses separate threads for game simulation("game physics") and rendering. Some do even use multiple threads for rendering and related tasks, but this doesn't scale the way you clearly expect. There isn't any point to having multiple threads work on the same "task", which is why games only uses threads with rendering context for things like separate rendering passes, particle simulation, asset loading etc. Having e.g. 12 threads compete about assembling the queue for a single render pass would be utterly pointless, as the API overhead would greatly overshadow any benefit.

So we will not see games start to use many threads for rendering, not now, and not as long as we use APIs like today. (Games may still use more threads for non-rendering tasks) It's actually possible that games one day will build the entire rendering engine on the GPU, resulting in the CPU becoming less important, we are actually not that far way from this being possible.
 
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